fixed audio
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@ -14,12 +14,6 @@ public class UEGSoundPlayer : MonoBehaviour//, ISoundPlayer
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public double audioFPS { get; private set; }
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public double audioFPS { get; private set; }
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public bool IsRecording { get; private set; }
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public bool IsRecording { get; private set; }
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float lastData = 0;
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private AudioClip audioClip;
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private int writePos = 0;
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private float[] buffer;
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void Awake()
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void Awake()
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{
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{
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// »ñÈ¡µ±Ç°ÒôƵÅäÖÃ
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// »ñÈ¡µ±Ç°ÒôƵÅäÖÃ
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@ -44,7 +38,6 @@ public class UEGSoundPlayer : MonoBehaviour//, ISoundPlayer
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Debug.LogError("Failed to update audio settings.");
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Debug.LogError("Failed to update audio settings.");
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}
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}
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GetComponent<AudioSource>().PlayOneShot(audioClip);
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}
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}
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private Queue<float> sampleQueue = new Queue<float>();
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private Queue<float> sampleQueue = new Queue<float>();
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